librashader/librashader-runtime-d3d12/src/graphics_pipeline.rs

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use windows::Win32::Foundation::BOOL;
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use windows::Win32::Graphics::Direct3D12::{D3D12_BLEND_DESC, D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_OP_ADD, D3D12_BLEND_SRC_ALPHA, D3D12_COLOR_WRITE_ENABLE_ALL, D3D12_CULL_MODE_NONE, D3D12_DESCRIPTOR_RANGE, D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, D3D12_FILL_MODE_SOLID, D3D12_GRAPHICS_PIPELINE_STATE_DESC, D3D12_INPUT_LAYOUT_DESC, D3D12_LOGIC_OP_NOOP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, D3D12_RASTERIZER_DESC, D3D12_RENDER_TARGET_BLEND_DESC, D3D12_ROOT_DESCRIPTOR, D3D12_ROOT_DESCRIPTOR_TABLE, D3D12_ROOT_PARAMETER, D3D12_ROOT_PARAMETER_0, D3D12_ROOT_PARAMETER_TYPE_CBV, D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, D3D12_ROOT_SIGNATURE_DESC, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT, D3D12_SHADER_BYTECODE, D3D12_SHADER_VISIBILITY_ALL, D3D12_SHADER_VISIBILITY_PIXEL, D3D12SerializeRootSignature, D3D_ROOT_SIGNATURE_VERSION_1, ID3D12Device, ID3D12PipelineState, ID3D12RootSignature};
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use windows::Win32::Graphics::Dxgi::Common::{DXGI_FORMAT, DXGI_FORMAT_UNKNOWN, DXGI_SAMPLE_DESC};
use librashader_reflect::back::cross::CrossHlslContext;
use librashader_reflect::back::ShaderCompilerOutput;
use crate::{error, util};
use crate::quad_render::DrawQuad;
pub struct D3D12GraphicsPipeline {
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pub(crate) handle: ID3D12PipelineState,
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}
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const D3D12_SLANG_ROOT_PARAMETERS: &[D3D12_ROOT_PARAMETER; 4] = &[
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// srvs
D3D12_ROOT_PARAMETER {
ParameterType: D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE,
Anonymous: D3D12_ROOT_PARAMETER_0 {
DescriptorTable: D3D12_ROOT_DESCRIPTOR_TABLE {
NumDescriptorRanges: 1,
pDescriptorRanges: &D3D12_DESCRIPTOR_RANGE {
RangeType: D3D12_DESCRIPTOR_RANGE_TYPE_SRV,
NumDescriptors: 16,
BaseShaderRegister: 0,
RegisterSpace: 0,
OffsetInDescriptorsFromTableStart: 0,
},
}
},
ShaderVisibility: D3D12_SHADER_VISIBILITY_PIXEL,
},
// samplers
D3D12_ROOT_PARAMETER {
ParameterType: D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE,
Anonymous: D3D12_ROOT_PARAMETER_0 {
DescriptorTable: D3D12_ROOT_DESCRIPTOR_TABLE {
NumDescriptorRanges: 1,
pDescriptorRanges: &D3D12_DESCRIPTOR_RANGE {
RangeType: D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER,
NumDescriptors: 16,
BaseShaderRegister: 0,
RegisterSpace: 0,
OffsetInDescriptorsFromTableStart: 0,
},
}
},
ShaderVisibility: D3D12_SHADER_VISIBILITY_PIXEL,
},
// UBO
D3D12_ROOT_PARAMETER {
ParameterType: D3D12_ROOT_PARAMETER_TYPE_CBV,
Anonymous: D3D12_ROOT_PARAMETER_0 {
Descriptor: D3D12_ROOT_DESCRIPTOR {
ShaderRegister: 0,
RegisterSpace: 0,
}
},
ShaderVisibility: D3D12_SHADER_VISIBILITY_ALL,
},
D3D12_ROOT_PARAMETER {
ParameterType: D3D12_ROOT_PARAMETER_TYPE_CBV,
Anonymous: D3D12_ROOT_PARAMETER_0 {
Descriptor: D3D12_ROOT_DESCRIPTOR {
ShaderRegister: 1,
RegisterSpace: 0,
}
},
ShaderVisibility: D3D12_SHADER_VISIBILITY_ALL,
}
];
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const D3D12_SLANG_ROOT_SIGNATURE: &D3D12_ROOT_SIGNATURE_DESC = &D3D12_ROOT_SIGNATURE_DESC {
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NumParameters: D3D12_SLANG_ROOT_PARAMETERS.len() as u32,
pParameters: D3D12_SLANG_ROOT_PARAMETERS.as_ptr(),
NumStaticSamplers: 0,
pStaticSamplers: std::ptr::null(),
Flags: D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT,
};
pub struct D3D12RootSignature {
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pub(crate) handle: ID3D12RootSignature
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}
impl D3D12RootSignature {
pub fn new(device: &ID3D12Device)
-> error::Result<D3D12RootSignature>
{
let signature = unsafe {
let mut rs_blob = None;
// todo: D3D12SerializeVersionedRootSignature
// todo: hlsl rootsig tbh
D3D12SerializeRootSignature(D3D12_SLANG_ROOT_SIGNATURE,
D3D_ROOT_SIGNATURE_VERSION_1,
&mut rs_blob,
None
)?;
// SAFETY: if D3D12SerializeRootSignature succeeds then blob is Some
let rs_blob = rs_blob.unwrap();
let blob = std::slice::from_raw_parts(rs_blob.GetBufferPointer().cast(),
rs_blob.GetBufferSize());
let root_signature: ID3D12RootSignature = device.CreateRootSignature(
0, blob
)?;
root_signature
};
Ok(D3D12RootSignature {
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handle: signature,
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})
}
}
impl D3D12GraphicsPipeline {
pub fn new(device: &ID3D12Device,
shader_assembly: &ShaderCompilerOutput<String, CrossHlslContext>,
root_signature: &D3D12RootSignature,
render_format: DXGI_FORMAT
) -> error::Result<D3D12GraphicsPipeline> {
let vertex_dxbc =
util::d3d_compile_shader(shader_assembly.vertex.as_bytes(),
b"main\0", b"vs_5_0\0")?;
let fragment_dxbc =
util::d3d_compile_shader(shader_assembly.fragment.as_bytes(), b"main\0",
b"ps_5_0\0")?;
let input_element = DrawQuad::get_spirv_cross_vbo_desc();
let pipeline_state: ID3D12PipelineState = unsafe {
let pipeline_desc = D3D12_GRAPHICS_PIPELINE_STATE_DESC {
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pRootSignature: windows::core::ManuallyDrop::new(&root_signature.handle),
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VS: D3D12_SHADER_BYTECODE {
pShaderBytecode: vertex_dxbc.GetBufferPointer(),
BytecodeLength: vertex_dxbc.GetBufferSize(),
},
PS: D3D12_SHADER_BYTECODE {
pShaderBytecode: fragment_dxbc.GetBufferPointer(),
BytecodeLength: fragment_dxbc.GetBufferSize(),
},
StreamOutput: Default::default(),
BlendState: D3D12_BLEND_DESC {
RenderTarget: [
D3D12_RENDER_TARGET_BLEND_DESC {
BlendEnable: BOOL::from(false),
LogicOpEnable: BOOL::from(false),
SrcBlend: D3D12_BLEND_SRC_ALPHA,
DestBlend: D3D12_BLEND_INV_SRC_ALPHA,
BlendOp: D3D12_BLEND_OP_ADD,
SrcBlendAlpha: D3D12_BLEND_SRC_ALPHA,
DestBlendAlpha: D3D12_BLEND_INV_SRC_ALPHA,
BlendOpAlpha: D3D12_BLEND_OP_ADD,
LogicOp: D3D12_LOGIC_OP_NOOP,
RenderTargetWriteMask: D3D12_COLOR_WRITE_ENABLE_ALL.0 as u8,
},
Default::default(),
Default::default(),
Default::default(),
Default::default(),
Default::default(),
Default::default(),
Default::default()
],
..Default::default()
},
SampleMask: u32::MAX,
RasterizerState: D3D12_RASTERIZER_DESC {
FillMode: D3D12_FILL_MODE_SOLID,
CullMode: D3D12_CULL_MODE_NONE,
..Default::default()
},
DepthStencilState: Default::default(),
InputLayout: D3D12_INPUT_LAYOUT_DESC {
pInputElementDescs: input_element.as_ptr(),
NumElements: input_element.len() as u32,
},
PrimitiveTopologyType: D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
NumRenderTargets: 1,
RTVFormats: [
render_format,
DXGI_FORMAT_UNKNOWN,
DXGI_FORMAT_UNKNOWN,
DXGI_FORMAT_UNKNOWN,
DXGI_FORMAT_UNKNOWN,
DXGI_FORMAT_UNKNOWN,
DXGI_FORMAT_UNKNOWN,
DXGI_FORMAT_UNKNOWN,
],
SampleDesc: DXGI_SAMPLE_DESC {
Count: 1,
Quality: 0,
},
NodeMask: 0,
..Default::default()
};
device.CreateGraphicsPipelineState(&pipeline_desc)?
};
Ok(D3D12GraphicsPipeline {
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handle: pipeline_state,
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})
}
}